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Eunji Park

dblp:217/9684 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2025
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Interaction techniques and input · 58% Games and playful interaction · 15% Human-AI interaction · 13%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › touch interaction
back-of-device interaction
0.912025
MagPie: Extending a Smartphone's Interaction Space via a Customizable Magnetic Back-of-Device Input Accessory · CHI 2025
Human-AI interaction
human-AI collaboration
0.712023
Charlie and the Semi-Automated Factory: Data-Driven Operator Behavior and Performance Modeling for Human-Machine Collaborative Systems · CHI 2023
Interaction techniques and input
performance modeling
0.712023
Charlie and the Semi-Automated Factory: Data-Driven Operator Behavior and Performance Modeling for Human-Machine Collaborative Systems · CHI 2023
Games and playful interaction › multiplayer games
esports
0.512021
Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters · CHI 2021
Interaction techniques and input › target selection
pointing
0.412020
An Intermittent Click Planning Model · CHI 2020
Usability and user experience research
human performance modeling
0.312018
Moving Target Selection: A Cue Integration Model · CHI 2018
Interaction techniques and input › target selection
moving target selection
0.312018
Moving Target Selection: A Cue Integration Model · CHI 2018
Interaction techniques and input
target selection
0.312018
Moving Target Selection: A Cue Integration Model · CHI 2018
Interaction techniques and input › mobile interaction
mobile phone interaction
0.312025
MagPie: Extending a Smartphone's Interaction Space via a Customizable Magnetic Back-of-Device Input Accessory · CHI 2025
Wearable and physiological sensing
multimodal sensing
0.112021
Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters · CHI 2021
Games and playful interaction › game genre
first-person shooter games
0.112020
An Intermittent Click Planning Model · CHI 2020

Methods — techniques the papers use, named apart from their topics

regression modeling · 0.7data contextualization · 0.7statistical hypothesis testing · 0.5data collection study · 0.5user study · 0.4intermittent click planning model · 0.4probabilistic cue integration · 0.3maximum likelihood estimation · 0.3
YearPublicationVenuePosition
2025 MagPie: Extending a Smartphone's Interaction Space via a Customizable Magnetic Back-of-Device Input Accessory
abstract
Back-of-Device (BoD) interfaces have emerged as a promising solution to free up screen real estate in smartphones by offloading
Insu Kim, Suhyeon Shin, Junseob Kim, Junhyub Lee, Sangeun Oh, Eunji Park, Hyosu Kim
CHI7
2023 Charlie and the Semi-Automated Factory: Data-Driven Operator Behavior and Performance Modeling for Human-Machine Collaborative Systems
abstract
A semi-automated manufacturing system that entails human intervention in the middle of the process is a representative collaborative system that requires active interaction between humans and machines. User behavior induced by the operator’s decision-making process greatly impacts system operation and performance in such an environment that requires human-machine collaboration. There has been room for utilizing machine-generated data for a fine-grained understanding of the relationship between the behavior and performance of operators in the industrial domain, while multiple streams of data have been collected from manufacturing machines. In this study, we propose a large-scale data-analysis methodology that comprises data contextualization and performance modeling to understand the relationship between operator behavior and performance. For a case study, we collected machine-generated data over 6-months periods from a highly automated machine in a large tire manufacturing facility. We devised a set of metrics consisting of six human-machine interaction factors and four work environment factors as independent variables, and three performance factors as dependent variables. Our modeling results reveal that the performance variations can be explained by the interaction and work environment factors (R2 = 0.502, 0.356, and 0.500 for the three performance factors, respectively). Finally, we discuss future research directions for the realization of context-aware computing in semi-automated systems by leveraging machine-generated data as a new modality in human-machine collaboration.
Eunji Park, Yugyeong Jung, Inyeop Kim, Uichin Lee
CHI1
2021 Secrets of Gosu: Understanding Physical Combat Skills of Professional Players in First-Person Shooters
abstract
In first-person shooters (FPS), professional players (a.k.a., Gosu) outperform amateur players. The secrets behind the performance of professional FPS players have been debated in online communities with many conjectures; however, attempts of scientific verification have been limited. We addressed this conundrum through a data-collection study of the gameplay of eight professional and eight amateur players in the commercial FPS Counter-Strike: Global Offensive. The collected data cover behavioral data from six sensors (motion capture, eye tracker, mouse, keyboard, electromyography armband, and pulse sensor) and in-game data (player data and event logs). We examined conjectures in four categories: aiming, character movement, physicality, and device and settings. Only 6 out of 13 conjectures were supported with statistically sufficient evidence.
Eunji Park, Sangyoon Lee 0002, Auejin Ham, Minyeop Choi, Sunjun Kim, Byungjoo Lee
CHI1
2021 Understand Watchdogs: Discover How Game Bot Get Discovered
abstract
The game industry has long been troubled by malicious activities utilizing game bots. The game bots disturb other game players and destroy the environmental system of the games. For these reasons, the game industry put their best efforts to detect the game bots among players' characters using the learning-based detections. However, one problem with the detection methodologies is that they do not provide rational explanations about their decisions. To resolve this problem, in this work, we investigate the explainabilities of the game bot detection. We develop the XAI model using a dataset from the Korean MMORPG, AION, which includes game logs of human players and game bots. More than one classification model has been applied to the dataset to be analyzed by applying interpretable models. This provides us explanations about the game bots' behavior, and the truthfulness of the explanations has been evaluated. Besides, interpretability contributes to minimizing false detection, which imposes unfair restrictions on human players.
Eunji Park, Kyung Ho Park, Huy Kang Kim
ICAART (2)1
2020 An Intermittent Click Planning Model
abstract
Pointing is the task of tracking a target with a pointer and confirming the target selection through a click action when the pointer is positioned within the target. Little is known about the mechanism by which users plan and execute the click action in the middle of the target tracking process. The Intermittent Click Planning model proposed in this study describes the process by which users plan and execute optimal click actions, from which the model predicts the pointing error rates. In two studies in which users pointed to a stationary target and a moving target, the model proved to accurately predict the pointing error rates (R2 = 0.992 and 0.985, respectively). The model has also successfully identified differences in cognitive characteristics among first-person shooter game players.
Eunji Park, Byungjoo Lee
CHI1
2018 Moving Target Selection: A Cue Integration Model
abstract
This paper investigates a common task requiring temporal precision: the selection of a rapidly moving target on display by invoking an input event when it is within some selection window. Previous work has explored the relationship between accuracy and precision in this task, but the role of visual cues available to users has remained unexplained. To expand modeling of timing performance to multimodal settings, common in gaming and music, our model builds on the principle of probabilistic cue integration. Maximum likelihood estimation (MLE) is used to model how different types of cues are integrated into a reliable estimate of the temporal task. The model deals with temporal structure (repetition, rhythm) and the perceivable movement of the target on display. It accurately predicts error rate in a range of realistic tasks. Applications include the optimization of difficulty in game-level design.
Byungjoo Lee, Sunjun Kim, Antti Oulasvirta, Jong-In Lee 0001, Eunji Park
CHI5